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The following article will explain in high detail the story-line of the 1998 Tomb Raider III. This page, though, does not include high-detail walkthrough information of each level, that can be found in the tombraidergirl pages, but instead the cutscenes and FMV's seen throughout the game. Also, this article will suggest ideas on tackling certain obstacles or enemies, so it can generally be placed between a walkthrough and a game synopsis story. Some descriptions in this article will act as a low-detail walkthrough as the best way to express the information, but proper walkthrough text is a lot more helpful and better in this circumstance. For further information on this and other aspects of the management and content of the article, please see the Discussion page.

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  • Tomb Raider III: Story
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  • The following article will explain in high detail the story-line of the 1998 Tomb Raider III. This page, though, does not include high-detail walkthrough information of each level, that can be found in the tombraidergirl pages, but instead the cutscenes and FMV's seen throughout the game. Also, this article will suggest ideas on tackling certain obstacles or enemies, so it can generally be placed between a walkthrough and a game synopsis story. Some descriptions in this article will act as a low-detail walkthrough as the best way to express the information, but proper walkthrough text is a lot more helpful and better in this circumstance. For further information on this and other aspects of the management and content of the article, please see the Discussion page.
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  • The following article will explain in high detail the story-line of the 1998 Tomb Raider III. This page, though, does not include high-detail walkthrough information of each level, that can be found in the tombraidergirl pages, but instead the cutscenes and FMV's seen throughout the game. Also, this article will suggest ideas on tackling certain obstacles or enemies, so it can generally be placed between a walkthrough and a game synopsis story. Some descriptions in this article will act as a low-detail walkthrough as the best way to express the information, but proper walkthrough text is a lot more helpful and better in this circumstance. For further information on this and other aspects of the management and content of the article, please see the Discussion page. A lot has happened since Tomb Raider II. Lara Croft is becoming more and more realistic, in the sense that she now can perform new moves that people would expect from her, such as sprinting, or crouching. Along with more intricate levels, Lara is also more detailed, and now has access to more vehicles than ever before, such as a Kayak, Quad Bike and Underwater Propulsion Unit. Other new aspects are as follows: * Newer sounds in the game also improve the overall reality. The guns shots actually sound like proper realistic guns shots now, and Lara makes different footstep noises for the different surfaces she walks or runs on. Enemies, such as Tigers, benefit from these new intricate sounds. * Enemies have a better recognition and artificial intelligence than previous games. Now enemies can sometimes run away from Lara's shots, or even stealthily crouch out of sight so Lara does not know where they are. * Instead of the usual "always kill the enemy" method used in the previous two games, Tomb Raider III introduce some stealth, rather than all action. By this, Lara may have to sneak by an enemy to get an item, or to continue in the level, or to stop them from making a section of the level much more difficult. If they are alerted, they may attempt to close a door that could lead access to a quicker level route, a secret or pick-ups. In most circumstances when you find circumstances like these, you are probably weaponless, in the High Security Compound and the Area 51. Commonly, human enemies don't always know you're there until you enter their line of sight or fire bullets. * For the first time in the series, the usual linear gameplay of Tomb Raider is now nonlinear; After the four India Levels, Lara can choose which of the next three locations she wants to go to, and for every location, Lara has a new, and interesting outfit. Also, some of the levels, for the first time in the series, have more than one way to successfully complete them. However, on a more critic tense, Tomb Raider III introduces Code Disks, laser-activated turret guns, carefully bypassing dangerous energy beams, and navigating through a derelict subway. The problem is that Tomb Raider has now practically lost all of its original Tombs which made the first installment so famous and successful. As Lara, at a certain level, is traversing over the city of London to find a particular artifact, it might as well be called City Raider. These modern locations were removed in the next game in the series; Tomb Raider: The Last Revelation, which was designed as a resurrection of the original Tomb Raider. It is unsure how long it has actually been since the end of Tomb Raider II, but it must run into months as of the new construction and decor modifications. Finally, Tomb Raider 3 introduces music from a more classical instrument selection, rather than the Violin music from the previous game. The main theme music still contains the main theme tune of the previous Tomb Raider series under the construction of Core Design, but modernizes it make it purely unique. In all, Tomb Raider III’s music is much more lively than that of Tomb Raider II, which focused on a much more quiet tomb raiding atmosphere and experience.
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